The central idea
Every turn would trade a little height for a better route. Wide arches would provide a forgiving introduction, while later gaps could ask for a cleaner approach.
A small game works best when its first choice makes sense without a long explanation. This concept begins with a single interaction and a visible consequence. Additional rules would only belong if they make that interaction more interesting.
What needs to feel right
A glider needs to feel light without becoming difficult to control. The first design question is how to communicate a turn before the player commits to it.
Before an idea becomes playable, it needs comfortable pointer and keyboard controls, a useful pause state and a clear result. The artwork on this page establishes the mood, while those interaction questions remain part of development.
What you can do today
Tidebend also rewards lining up a moving target. Try a few casts while this flight stays on the drawing board.
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